﻿using UnityEngine;
using System.Collections;

public static class Constants 
{
    public const string Text_Jump = "Jump";
    public const string Text_Horizontal = "Horizontal";
    public const string Text_ToWoodBall = "ToWoodBall";
    public const string Text_ToMetalBall = "ToMetalBall";
    public const string Text_ToRubberBall = "ToRubberBall";
    public const string Text_ShowDetail = "ShowDetail";

    public const string Text_TipText = "TipText";

    public const string Tag_Transfer = "Transfer";
    public const string Tag_Player = "Player";

    public const float RayCastMinDepth = -0.1f;

    public const float ContactJumpTime = 0.25f;
    //动量吸收层，这个分为动态和静态是因为静态碰撞，动态用于Physical.OverlapSphere，如果只用一个的话，那么小球就有可能无法正常运动
    public static readonly int Layer_MetumAbsorb_St = LayerMask.NameToLayer("MetumAbsorb_St");
    public static readonly int LayerMask_MetumAbsorb_St = LayerMask.GetMask("MetumAbsorb_St");

    public static readonly int LayerMask_MetumAbsorb_Dy = LayerMask.GetMask("MetumAbsorb_Dy");
    // 铁磁性层
    public static readonly int Layer_Ferromagnetism = LayerMask.NameToLayer("Ferromagnetism");
    public static readonly int LayerMask_Ferromagnetism = LayerMask.GetMask("Ferromagnetism");
    // 磁性层
    public static readonly int Layer_Magnet = LayerMask.NameToLayer("Magnet");
    public static readonly int LayerMask_Magnet = LayerMask.GetMask("Magnet");

    public static readonly int LayerMask_Player = LayerMask.GetMask("Player");
    public static readonly int Layer_Player = LayerMask.NameToLayer("Player");
}
